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Diffstat (limited to 'engines/sword2/animation.cpp')
-rw-r--r-- | engines/sword2/animation.cpp | 535 |
1 files changed, 535 insertions, 0 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp new file mode 100644 index 0000000000..2ba5df6792 --- /dev/null +++ b/engines/sword2/animation.cpp @@ -0,0 +1,535 @@ +/* Copyright (C) 1994-1998 Revolution Software Ltd. + * Copyright (C) 2003-2006 The ScummVM project + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + */ + +#include "common/stdafx.h" +#include "common/file.h" +#include "common/config-manager.h" +#include "common/system.h" +#include "sound/vorbis.h" +#include "sound/mp3.h" + +#include "sword2/sword2.h" +#include "sword2/defs.h" +#include "sword2/maketext.h" +#include "sword2/resman.h" +#include "sword2/sound.h" +#include "sword2/animation.h" + +namespace Sword2 { + +AnimationState::AnimationState(Sword2Engine *vm) + : BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) { +} + +AnimationState::~AnimationState() { +} + +#ifdef BACKEND_8BIT + +void AnimationState::setPalette(byte *pal) { + _vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT); +} + +#else + +void AnimationState::drawTextObject(SpriteInfo *s, byte *src) { + OverlayColor *dst = _overlay + RENDERWIDE * s->y + s->x; + + // FIXME: These aren't the "right" colours, but look good to me. + + OverlayColor pen = _sys->RGBToColor(255, 255, 255); + OverlayColor border = _sys->RGBToColor(0, 0, 0); + + for (int y = 0; y < s->h; y++) { + for (int x = 0; x < s->w; x++) { + switch (src[x]) { + case 1: + dst[x] = border; + break; + case 255: + dst[x] = pen; + break; + default: + break; + } + } + dst += RENDERWIDE; + src += s->w; + } +} + +#endif + +void AnimationState::clearScreen() { +#ifdef BACKEND_8BIT + memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight); +#else + OverlayColor black = _sys->RGBToColor(0, 0, 0); + + for (int i = 0; i < _movieWidth * _movieHeight; i++) + _overlay[i] = black; +#endif +} + +void AnimationState::updateScreen() { +#ifdef BACKEND_8BIT + byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2; + + _vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight); +#else + _sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight); +#endif + _vm->_system->updateScreen(); +} + +void AnimationState::drawYUV(int width, int height, byte *const *dat) { +#ifdef BACKEND_8BIT + _vm->_screen->plotYUV(_lut, width, height, dat); +#else + plotYUV(width, height, dat); +#endif +} + +MovieInfo MoviePlayer::_movies[] = { + { "carib", 222, false }, + { "escape", 187, false }, + { "eye", 248, false }, + { "finale", 1485, false }, + { "guard", 75, false }, + { "intro", 1800, false }, + { "jungle", 186, false }, + { "museum", 167, false }, + { "pablo", 75, false }, + { "pyramid", 60, false }, + { "quaram", 184, false }, + { "river", 656, false }, + { "sailing", 138, false }, + { "shaman", 788, true }, + { "stone1", 34, false }, + { "stone2", 282, false }, + { "stone3", 65, false }, + { "demo", 60, false }, + { "enddemo", 110, false } +}; + +MoviePlayer::MoviePlayer(Sword2Engine *vm) + : _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) { +} + +void MoviePlayer::openTextObject(MovieTextObject *obj) { + if (obj->textSprite) + _vm->_screen->createSurface(obj->textSprite, &_textSurface); +} + +void MoviePlayer::closeTextObject(MovieTextObject *obj) { + if (_textSurface) { + _vm->_screen->deleteSurface(_textSurface); + _textSurface = NULL; + } +} + +void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) { + if (obj->textSprite && _textSurface) { +#ifdef BACKEND_8BIT + _vm->_screen->drawSurface(obj->textSprite, _textSurface); +#else + if (anim) + anim->drawTextObject(obj->textSprite, _textSurface); + else + _vm->_screen->drawSurface(obj->textSprite, _textSurface); +#endif + } +} + +/** + * Plays an animated cutscene. + * @param filename the file name of the cutscene file + * @param text the subtitles and voiceovers for the cutscene + * @param leadInRes lead-in music resource id + * @param leadOutRes lead-out music resource id + */ + +int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) { + Audio::SoundHandle leadInHandle; + + // This happens if the user quits during the "eye" smacker + if (_vm->_quit) + return RD_OK; + + if (leadInRes) { + byte *leadIn = _vm->_resman->openResource(leadInRes); + uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - ResHeader::size(); + + assert(_vm->_resman->fetchType(leadIn) == WAV_FILE); + + leadIn += ResHeader::size(); + + _vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); + } + + byte *leadOut = NULL; + uint32 leadOutLen = 0; + + if (leadOutRes) { + leadOut = _vm->_resman->openResource(leadOutRes); + leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size(); + + assert(_vm->_resman->fetchType(leadOut) == WAV_FILE); + + leadOut += ResHeader::size(); + } + + _leadOutFrame = (uint)-1; + + int i; + + for (i = 0; i < ARRAYSIZE(_movies); i++) { + if (scumm_stricmp(filename, _movies[i].name) == 0) { + _seamless = _movies[i].seamless; + if (_movies[i].frames > 60) + _leadOutFrame = _movies[i].frames - 60; + break; + } + } + + if (i == ARRAYSIZE(_movies)) + warning("Unknown movie, '%s'", filename); + +#ifdef USE_MPEG2 + playMPEG(filename, text, leadOut, leadOutLen); +#else + // No MPEG2? Use the old 'Narration Only' hack + playDummy(filename, text, leadOut, leadOutLen); +#endif + + _snd->stopHandle(leadInHandle); + + // Wait for the lead-out to stop, if there is any. Though don't do it + // for seamless movies, since they are meant to blend into the rest of + // the game. + + if (!_seamless) { + while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) { + _vm->_screen->updateDisplay(); + _vm->_system->delayMillis(30); + } + } + + if (leadInRes) + _vm->_resman->closeResource(leadInRes); + + if (leadOutRes) + _vm->_resman->closeResource(leadOutRes); + + return RD_OK; +} + +void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) { + uint frameCounter = 0, textCounter = 0; + Audio::SoundHandle handle; + bool skipCutscene = false, textVisible = false; + uint32 flags = Audio::Mixer::FLAG_16BITS; + bool startNextText = false; + + byte oldPal[256 * 4]; + memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal)); + + AnimationState *anim = new AnimationState(_vm); + + if (!anim->init(filename)) { + delete anim; + // Missing Files? Use the old 'Narration Only' hack + playDummy(filename, text, leadOut, leadOutLen); + return; + } + + // Clear the screen, because whatever is on it will be visible when the + // overlay is removed. And if there isn't an overlay, we don't want it + // to be visible during the cutscene. (Not all cutscenes cover the + // entire screen.) + _vm->_screen->clearScene(); + _vm->_screen->updateDisplay(); + +#ifndef SCUMM_BIG_ENDIAN + flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; +#endif + + while (!skipCutscene && anim->decodeFrame()) { + // The frame has been drawn. Now draw the subtitles, if any, + // before updating the screen. + + if (text && text[textCounter]) { + if (frameCounter == text[textCounter]->startFrame) { + openTextObject(text[textCounter]); + textVisible = true; + + if (text[textCounter]->speech) { + startNextText = true; + } + } + + if (startNextText && !_snd->isSoundHandleActive(handle)) { + _snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags); + startNextText = false; + } + + if (frameCounter == text[textCounter]->endFrame) { + closeTextObject(text[textCounter]); + textCounter++; + textVisible = false; + } + + if (textVisible) + drawTextObject(anim, text[textCounter]); + } + + anim->updateScreen(); + frameCounter++; + + if (frameCounter == _leadOutFrame && leadOut) + _vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); + + OSystem::Event event; + while (_sys->pollEvent(event)) { + switch (event.type) { +#ifndef BACKEND_8BIT + case OSystem::EVENT_SCREEN_CHANGED: + anim->buildLookup(); + break; +#endif + case OSystem::EVENT_KEYDOWN: + if (event.kbd.keycode == 27) + skipCutscene = true; + break; + case OSystem::EVENT_QUIT: + _vm->closeGame(); + skipCutscene = true; + break; + default: + break; + } + } + } + + if (!skipCutscene) { + // Sleep for one frame so that the last frame is displayed. + _sys->delayMillis(1000 / 12); + } + + if (!_seamless) { + // Most movies fade to black on their own, but not all of them. + // Since we may be hanging around in the cutscene player for a + // while longer, waiting for the lead-out sound to finish, + // paint the overlay black. + + anim->clearScreen(); + } + + // If the speech is still playing, redraw the subtitles. At least in + // the English version this is most noticeable in the "carib" cutscene. + + if (textVisible && _snd->isSoundHandleActive(handle)) + drawTextObject(anim, text[textCounter]); + + if (text) + closeTextObject(text[textCounter]); + + anim->updateScreen(); + + // Wait for the voice to stop playing. This is to make sure that we + // don't cut off the speech in mid-sentence, and - even more + // importantly - that we don't free the sound buffer while it's in use. + + if (skipCutscene) + _snd->stopHandle(handle); + + while (_snd->isSoundHandleActive(handle)) { + _vm->_screen->updateDisplay(false); + _sys->delayMillis(100); + } + + if (!_seamless) { + // Clear the screen again + anim->clearScreen(); + anim->updateScreen(); + } + + _vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT); + + delete anim; +} + +/** + * This just plays the cutscene with voiceovers / subtitles, in case the files + * are missing. + */ + +void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) { + if (!text) + return; + + int frameCounter = 0, textCounter = 0; + + byte oldPal[256 * 4]; + byte tmpPal[256 * 4]; + + _vm->_screen->clearScene(); + + // HACK: Draw instructions + // + // I'm using the the menu area, because that's unlikely to be touched + // by anything else during the cutscene. + + memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP); + + byte *data; + + // Russian version substituted latin characters with cyrillic. That's + // why it renders completely unreadable with default message + if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) { + byte msg[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku"; + data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId); + } else { + // TODO: Translate message to other languages? +#ifdef USE_MPEG2 + byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos"; +#else + byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support"; +#endif + + data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId); + } + + FrameHeader frame_head; + SpriteInfo msgSprite; + byte *msgSurface; + + frame_head.read(data); + + msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2; + msgSprite.y = MENUDEEP / 2 - frame_head.height / 2; + msgSprite.w = frame_head.width; + msgSprite.h = frame_head.height; + msgSprite.type = RDSPR_NOCOMPRESSION; + msgSprite.data = data + FrameHeader::size(); + + _vm->_screen->createSurface(&msgSprite, &msgSurface); + _vm->_screen->drawSurface(&msgSprite, msgSurface); + _vm->_screen->deleteSurface(msgSurface); + + free(data); + + // In case the cutscene has a long lead-in, start just before the first + // line of text. + + frameCounter = text[0]->startFrame - 12; + + // Fake a palette that will hopefully make the text visible. In the + // opening cutscene it seems to use colours 1 (black) and 255 (white). + + memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal)); + memset(tmpPal, 0, sizeof(tmpPal)); + tmpPal[255 * 4 + 0] = 255; + tmpPal[255 * 4 + 1] = 255; + tmpPal[255 * 4 + 2] = 255; + _vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT); + + Audio::SoundHandle handle; + + bool skipCutscene = false; + + uint32 flags = Audio::Mixer::FLAG_16BITS; + +#ifndef SCUMM_BIG_ENDIAN + flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; +#endif + + while (1) { + if (!text[textCounter]) + break; + + if (frameCounter == text[textCounter]->startFrame) { + _vm->_screen->clearScene(); + openTextObject(text[textCounter]); + drawTextObject(NULL, text[textCounter]); + if (text[textCounter]->speech) { + _snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags); + } + } + + if (frameCounter == text[textCounter]->endFrame) { + closeTextObject(text[textCounter]); + _vm->_screen->clearScene(); + _vm->_screen->setNeedFullRedraw(); + textCounter++; + } + + frameCounter++; + _vm->_screen->updateDisplay(); + + KeyboardEvent *ke = _vm->keyboardEvent(); + + if ((ke && ke->keycode == 27) || _vm->_quit) { + _snd->stopHandle(handle); + skipCutscene = true; + break; + } + + // Simulate ~12 frames per second. I don't know what frame rate + // the original movies had, or even if it was constant, but + // this seems to work reasonably. + + _sys->delayMillis(90); + } + + // Wait for the voice to stop playing. This is to make sure that we + // don't cut off the speech in mid-sentence, and - even more + // importantly - that we don't free the sound buffer while it's in use. + + while (_snd->isSoundHandleActive(handle)) { + _vm->_screen->updateDisplay(false); + _sys->delayMillis(100); + } + + closeTextObject(text[textCounter]); + + _vm->_screen->clearScene(); + _vm->_screen->setNeedFullRedraw(); + + // HACK: Remove the instructions created above + Common::Rect r; + + memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP); + r.left = r.top = 0; + r.right = _vm->_screen->getScreenWide(); + r.bottom = MENUDEEP; + _vm->_screen->updateRect(&r); + + // FIXME: For now, only play the lead-out music for cutscenes that have + // subtitles. + + if (!skipCutscene && leadOut) + _vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); + + _vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT); +} + +} // End of namespace Sword2 |